How to determine what difficulty is right for the game?
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I am targeting mass casual audience as I am developing the hyper-casual game. The problem is that I have played Helix Jump and Color Bump 3d and those games have a pretty big difference in difficulty level (well at least for me). They are both considered hyper-casual, both target mass casual audience and both have market success.
If two so similar games have such decent difference in difficulty how to determine that the difficulty of my game is just right? It's easy to say that it's subjective but when you invest so much time in your project you need to have at least some benchmark to work with. How to define this benchmark?
game-design difficulty
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add a comment |
$begingroup$
I am targeting mass casual audience as I am developing the hyper-casual game. The problem is that I have played Helix Jump and Color Bump 3d and those games have a pretty big difference in difficulty level (well at least for me). They are both considered hyper-casual, both target mass casual audience and both have market success.
If two so similar games have such decent difference in difficulty how to determine that the difficulty of my game is just right? It's easy to say that it's subjective but when you invest so much time in your project you need to have at least some benchmark to work with. How to define this benchmark?
game-design difficulty
$endgroup$
add a comment |
$begingroup$
I am targeting mass casual audience as I am developing the hyper-casual game. The problem is that I have played Helix Jump and Color Bump 3d and those games have a pretty big difference in difficulty level (well at least for me). They are both considered hyper-casual, both target mass casual audience and both have market success.
If two so similar games have such decent difference in difficulty how to determine that the difficulty of my game is just right? It's easy to say that it's subjective but when you invest so much time in your project you need to have at least some benchmark to work with. How to define this benchmark?
game-design difficulty
$endgroup$
I am targeting mass casual audience as I am developing the hyper-casual game. The problem is that I have played Helix Jump and Color Bump 3d and those games have a pretty big difference in difficulty level (well at least for me). They are both considered hyper-casual, both target mass casual audience and both have market success.
If two so similar games have such decent difference in difficulty how to determine that the difficulty of my game is just right? It's easy to say that it's subjective but when you invest so much time in your project you need to have at least some benchmark to work with. How to define this benchmark?
game-design difficulty
game-design difficulty
asked 12 hours ago
Petro KovalPetro Koval
1595
1595
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add a comment |
1 Answer
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Playtest, playtest, playtest.
Get testers from your target demographic, let them play the game, and see which parts of the game are so difficult they are frustrating and which parts are so easy they are boring.
Get new testers from time to time which are not yet familiar with your game ("kleenex testers") so they tell you the difficulty from the perspective of a new player.
$endgroup$
$begingroup$
This type of testers is often called "corridor tester". Because you open the door and ask the first person walking down the corridor to test your game.
$endgroup$
– lilKriT
12 hours ago
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Thanks! I will use it. Also, maybe it's a silly quesiton, but is there some way to test it solo?
$endgroup$
– Petro Koval
12 hours ago
3
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@PetroKoval You can (and should) certainly playtest it yourself, but the problem of you being too familiar with and invested in the game and your vision of it is difficult to get around (it needs to be fun for other people, which you are not).
$endgroup$
– Dukeling
11 hours ago
add a comment |
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1 Answer
1
active
oldest
votes
1 Answer
1
active
oldest
votes
active
oldest
votes
active
oldest
votes
$begingroup$
Playtest, playtest, playtest.
Get testers from your target demographic, let them play the game, and see which parts of the game are so difficult they are frustrating and which parts are so easy they are boring.
Get new testers from time to time which are not yet familiar with your game ("kleenex testers") so they tell you the difficulty from the perspective of a new player.
$endgroup$
$begingroup$
This type of testers is often called "corridor tester". Because you open the door and ask the first person walking down the corridor to test your game.
$endgroup$
– lilKriT
12 hours ago
$begingroup$
Thanks! I will use it. Also, maybe it's a silly quesiton, but is there some way to test it solo?
$endgroup$
– Petro Koval
12 hours ago
3
$begingroup$
@PetroKoval You can (and should) certainly playtest it yourself, but the problem of you being too familiar with and invested in the game and your vision of it is difficult to get around (it needs to be fun for other people, which you are not).
$endgroup$
– Dukeling
11 hours ago
add a comment |
$begingroup$
Playtest, playtest, playtest.
Get testers from your target demographic, let them play the game, and see which parts of the game are so difficult they are frustrating and which parts are so easy they are boring.
Get new testers from time to time which are not yet familiar with your game ("kleenex testers") so they tell you the difficulty from the perspective of a new player.
$endgroup$
$begingroup$
This type of testers is often called "corridor tester". Because you open the door and ask the first person walking down the corridor to test your game.
$endgroup$
– lilKriT
12 hours ago
$begingroup$
Thanks! I will use it. Also, maybe it's a silly quesiton, but is there some way to test it solo?
$endgroup$
– Petro Koval
12 hours ago
3
$begingroup$
@PetroKoval You can (and should) certainly playtest it yourself, but the problem of you being too familiar with and invested in the game and your vision of it is difficult to get around (it needs to be fun for other people, which you are not).
$endgroup$
– Dukeling
11 hours ago
add a comment |
$begingroup$
Playtest, playtest, playtest.
Get testers from your target demographic, let them play the game, and see which parts of the game are so difficult they are frustrating and which parts are so easy they are boring.
Get new testers from time to time which are not yet familiar with your game ("kleenex testers") so they tell you the difficulty from the perspective of a new player.
$endgroup$
Playtest, playtest, playtest.
Get testers from your target demographic, let them play the game, and see which parts of the game are so difficult they are frustrating and which parts are so easy they are boring.
Get new testers from time to time which are not yet familiar with your game ("kleenex testers") so they tell you the difficulty from the perspective of a new player.
answered 12 hours ago
PhilippPhilipp
81.6k19192242
81.6k19192242
$begingroup$
This type of testers is often called "corridor tester". Because you open the door and ask the first person walking down the corridor to test your game.
$endgroup$
– lilKriT
12 hours ago
$begingroup$
Thanks! I will use it. Also, maybe it's a silly quesiton, but is there some way to test it solo?
$endgroup$
– Petro Koval
12 hours ago
3
$begingroup$
@PetroKoval You can (and should) certainly playtest it yourself, but the problem of you being too familiar with and invested in the game and your vision of it is difficult to get around (it needs to be fun for other people, which you are not).
$endgroup$
– Dukeling
11 hours ago
add a comment |
$begingroup$
This type of testers is often called "corridor tester". Because you open the door and ask the first person walking down the corridor to test your game.
$endgroup$
– lilKriT
12 hours ago
$begingroup$
Thanks! I will use it. Also, maybe it's a silly quesiton, but is there some way to test it solo?
$endgroup$
– Petro Koval
12 hours ago
3
$begingroup$
@PetroKoval You can (and should) certainly playtest it yourself, but the problem of you being too familiar with and invested in the game and your vision of it is difficult to get around (it needs to be fun for other people, which you are not).
$endgroup$
– Dukeling
11 hours ago
$begingroup$
This type of testers is often called "corridor tester". Because you open the door and ask the first person walking down the corridor to test your game.
$endgroup$
– lilKriT
12 hours ago
$begingroup$
This type of testers is often called "corridor tester". Because you open the door and ask the first person walking down the corridor to test your game.
$endgroup$
– lilKriT
12 hours ago
$begingroup$
Thanks! I will use it. Also, maybe it's a silly quesiton, but is there some way to test it solo?
$endgroup$
– Petro Koval
12 hours ago
$begingroup$
Thanks! I will use it. Also, maybe it's a silly quesiton, but is there some way to test it solo?
$endgroup$
– Petro Koval
12 hours ago
3
3
$begingroup$
@PetroKoval You can (and should) certainly playtest it yourself, but the problem of you being too familiar with and invested in the game and your vision of it is difficult to get around (it needs to be fun for other people, which you are not).
$endgroup$
– Dukeling
11 hours ago
$begingroup$
@PetroKoval You can (and should) certainly playtest it yourself, but the problem of you being too familiar with and invested in the game and your vision of it is difficult to get around (it needs to be fun for other people, which you are not).
$endgroup$
– Dukeling
11 hours ago
add a comment |
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